restructure zephr

This commit is contained in:
2023-11-29 01:42:44 +02:00
parent c0d47aa1bc
commit f5a2343646
16 changed files with 618 additions and 760 deletions
+364
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@@ -0,0 +1,364 @@
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <freetype/ftmm.h>
#include <glad/glx.h>
#include "zephr.h"
#include "shader.h"
#include "text.h"
#define FONT_PIXEL_SIZE 64
extern Context zephr_context;
Shader font_shader;
unsigned int font_vao;
unsigned int font_instance_vbo;
void new_glyph_instance_list(GlyphInstanceList *list, uint capacity) {
list->size = 0;
list->capacity = capacity;
list->data = malloc(list->capacity * sizeof(TextInstance));
}
void clear_glyph_instance_list(GlyphInstanceList *list) {
list->size = 0;
memset(list->data, 0, list->size * sizeof(TextInstance));
}
void add_glyph_instance(GlyphInstanceList *list, TextInstance instance) {
if (list->size >= list->capacity) {
list->capacity *= 2;
TextInstance* temp = realloc(list->data, list->capacity * sizeof(TextInstance));
if (!temp) {
printf("[FATAL] Failed to reallocate memory for glyph instance list\n");
exit(1);
}
list->data = temp;
}
list->data[list->size++] = instance;
}
int init_freetype(const char* font_path) {
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
return -1;
}
FT_Face face;
if (FT_New_Face(ft, font_path, 0, &face)) {
return -2;
}
// sets the variable font to be bold
/* if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { */
/* printf("[INFO] Got a variable font\n"); */
/* FT_MM_Var *mm; */
/* FT_Get_MM_Var(face, &mm); */
/* FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords); */
/* FT_Done_MM_Var(ft, mm); */
/* } */
FT_Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
int pen_x = 0, pen_y = 0;
/* FT_UInt glyph_idx; */
/* FT_ULong c = FT_Get_First_Char(face, &glyph_idx); */
uint tex_width = 0, tex_height = 0;
for (uint i = 32; i < 128; i++) {
if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
}
/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
tex_width += face->glyph->bitmap.width + 1;
tex_height = max(tex_height, face->glyph->bitmap.rows);
}
char *pixels = (char *)calloc(tex_width * tex_height, 1);
for (uint i = 32; i < 128; i++) {
/* while (glyph_idx) { */
if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
}
/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
FT_Bitmap *bmp = &face->glyph->bitmap;
if (pen_x + bmp->width >= tex_width) {
pen_x = 0;
pen_y += (1 + (face->size->metrics.height >> 6));
}
for (uint row = 0; row < bmp->rows; row++) {
for (uint col = 0; col < bmp->width; col++) {
int x = pen_x + col;
int y = pen_y + row;
pixels[y * tex_width + x] = bmp->buffer[row * bmp->pitch + col];
}
}
float atlas_x0 = (float)pen_x / (float)tex_width;
float atlas_y0 = (float)pen_y / (float)tex_height;
float atlas_x1 = (float)(pen_x + bmp->width) / (float)tex_width;
float atlas_y1 = (float)(pen_y + bmp->rows) / (float)tex_height;
Vec2f top_left = (Vec2f){ .x = atlas_x0, .y = atlas_y1 };
Vec2f top_right = (Vec2f){ .x = atlas_x1, .y = atlas_y1 };
Vec2f bottom_right = (Vec2f){ .x = atlas_x1, .y = atlas_y0 };
Vec2f bottom_left = (Vec2f){ .x = atlas_x0, .y = atlas_y0 };
Character character;
character.tex_coords[0] = top_left;
character.tex_coords[1] = top_right;
character.tex_coords[2] = bottom_right;
character.tex_coords[3] = bottom_left;
character.advance = face->glyph->advance.x;
character.size = (Size){ .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
character.bearing = (Size){ .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
zephr_context.font.characters[i] = character;
pen_x += bmp->width + 1;
/* c = FT_Get_Next_Char(face, c, &glyph_idx); */
}
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, tex_width,
tex_height, 0, GL_RED, GL_UNSIGNED_BYTE,
pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
zephr_context.font.atlas_texture_id = texture;
glBindTexture(GL_TEXTURE_2D, 0);
FT_Done_Face(face);
FT_Done_FreeType(ft);
free(pixels);
return 0;
}
int init_fonts(const char *font_path) {
uint font_vbo;
uint font_ebo;
int res = init_freetype(font_path);
if (res != 0) {
return res;
}
font_shader = create_shader("shaders/font.vert", "shaders/font.frag");
glGenVertexArrays(1, &font_vao);
glGenBuffers(1, &font_vbo);
glGenBuffers(1, &font_instance_vbo);
glGenBuffers(1, &font_ebo);
float quad_vertices[4][2] = {
{0.0, 1.0}, // top left
{1.0, 1.0}, // top right
{1.0, 0.0}, // bottom right
{0.0, 0.0}, // bottom left
};
int quad_indices[6] = {
0, 1, 2,
2, 3, 0
};
glBindVertexArray(font_vao);
// font quad vbo
glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
// font instance vbo
glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)0);
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribIPointer(2, 1, GL_INT, sizeof(TextInstance), (void *)sizeof(Vec4f));
glVertexAttribDivisor(2, 1);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
glVertexAttribDivisor(3, 1);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 2 + sizeof(int)));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 3 + sizeof(int)));
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 4 + sizeof(int)));
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 5 + sizeof(int)));
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
glVertexAttribDivisor(7, 1);
// font ebo
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
use_shader(font_shader);
for (int i = 32; i < 128; i++) {
for (int j = 0; j < 4; j++) {
char text[32];
snprintf(text, 32, "texcoords[%d]", (i - 32) * 4 + j);
set_vec2f(font_shader, text, zephr_context.font.characters[i].tex_coords[j].x, zephr_context.font.characters[i].tex_coords[j].y);
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return 0;
}
Sizef calculate_text_size(const char *text, int font_size) {
float scale = (float)font_size / FONT_PIXEL_SIZE;
Sizef size = { .width = 0, .height = 0 };
int w = 0;
int h = 0;
int max_bearing_h = 0;
// NOTE: I don't like looping through the characters twice, but it's fine for now
for (int i = 0; text[i] != '\0'; i++) {
Character ch = zephr_context.font.characters[(uint)text[i]];
max_bearing_h = max(max_bearing_h, ch.bearing.height);
}
for (int i = 0; text[i] != '\0'; i++) {
Character ch = zephr_context.font.characters[(uint)text[i]];
w += ch.advance / 64;
// remove bearing of first character
if (i == 0 && strlen(text) > 1) {
w -= ch.bearing.width;
}
// remove the trailing width of the last character
if (i == strlen(text) - 1) {
w -= ((ch.advance / 64) - (ch.bearing.width + ch.size.width));
}
// if we only have one character in the text, then remove the bearing width
if (strlen(text) == 1) {
w -= (ch.bearing.width);
}
h = max(h, max_bearing_h - ch.bearing.height + ch.size.height);
}
size.width = (float)w * scale;
size.height = (float)h * scale;
return size;
}
void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment alignment) {
use_shader(font_shader);
Color text_color = { 0 };
if (color) {
text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f };
}
set_mat4f(font_shader, "projection", (float *)zephr_context.projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = {0};
apply_constraints(constraints, &pos, &size);
Sizef text_size = calculate_text_size(text, FONT_PIXEL_SIZE);
float font_scale = (float)font_size / FONT_PIXEL_SIZE * size.width;
apply_alignment(alignment, &pos, (Sizef){ text_size.width * font_scale, text_size.height * font_scale });
Matrix4x4 model = identity();
apply_scale(&model, (Sizef){font_scale, font_scale});
// rotate around the center point of the text
apply_translation(&model, (Vec2f){-text_size.width * font_scale / 2.f, -text_size.height * font_scale / 2.f});
apply_rotation(&model, to_radians(constraints.rotation));
apply_translation(&model, (Vec2f){text_size.width *font_scale / 2.f, text_size.height * font_scale / 2.f});
apply_translation(&model, pos);
int max_bearing_h = 0;
for (int i = 0; (i < text[i]) != '\0'; i++) {
Character ch = zephr_context.font.characters[(int)text[i]];
max_bearing_h = max(max_bearing_h, ch.bearing.height);
}
float first_char_bearing_w = zephr_context.font.characters[(int)text[0]].bearing.width;
GlyphInstanceList glyph_instance_list;
new_glyph_instance_list(&glyph_instance_list, 16);
// we use the original text and character sizes in the loop and then we just
// scale up or down the model matrix to get the desired font size.
// this way everything works out fine and we get to transform the text using the
// model matrix
int c = 0;
int x = 0;
while (text[c] != '\0') {
Character ch = zephr_context.font.characters[(int)text[c]];
// subtract the bearing width of the first character to remove the extra space
// at the start of the text and move every char to the left by that width
float xpos = (x + (ch.bearing.width - first_char_bearing_w));
float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
TextInstance instance = {
.position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height},
.tex_coords_index = (int)text[c] - 32,
.color = text_color,
.model = {0},
};
memcpy(instance.model, model.m, sizeof(float[4][4]));
add_glyph_instance(&glyph_instance_list, instance);
x += (ch.advance >> 6);
c++;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
glBindVertexArray(font_vao);
glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(TextInstance) * glyph_instance_list.size, glyph_instance_list.data, GL_DYNAMIC_DRAW);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, glyph_instance_list.size);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
free(glyph_instance_list.data);
}